# How-to guides for game developers

> How to measure a web or engine game for real players: analytics for Three.js games, catching stutters and crashes in browser games, death heatmaps, playtest bots in CI and debugging with real player data in Claude Code or Cursor, plus a case study and what the Glitchless SDK costs, from Glitchless (glitchless.gg).

Website: https://www.glitchless.gg/guides.html

- [What the Glitchless SDK costs a web game, measured](https://www.glitchless.gg/glitchless-sdk-overhead.md) (Measured, October 27, 2026): Download size, work per frame, a real three.js scene with and without it, data sent and memory, with the script to check it yourself.
- [What analytics to add to a Three.js game](https://www.glitchless.gg/threejs-game-analytics.md) (How-to guide, October 27, 2026): Sessions, levels, your own events, purchases, retention and frame times in a Three.js or React Three Fiber game, sent without costing frames and kept anonymous, with code.
- [Starlift: a five-second first launch, found in player data and fixed](https://www.glitchless.gg/starlift-case-study.md) (Case study, October 27, 2026): A Godot game's first week with Glitchless: first launch from 5.6 s to 2.0 s with the Shader Baker, a light look for slow Android GPUs, test phones mistaken for players, and the tutorial.
- [Playtest bots in CI: catch performance regressions before players do](https://www.glitchless.gg/playtest-bots-in-ci.md) (How-to guide, October 27, 2026): A seeded bot plays the old and the new build on the same machine, and the pull request fails when frames got slower. With a GitHub Actions workflow for web games and the measure flags for Unity, Godot, Unreal and GameMaker.
- [How to track stutters and crashes in a browser game](https://www.glitchless.gg/browser-game-stutters-and-crashes.md) (How-to guide, October 27, 2026): Frame times, long animation frames, hitch causes, and errors and lost WebGL contexts grouped with what led to them, sent as the tab closes and mapped back to your source.
- [How to see where players die in your game](https://www.glitchless.gg/game-death-heatmaps.md) (How-to guide, October 27, 2026): Record deaths with their position, level and cause in Unity, Godot, Unreal and web games, bin them into a grid, draw the heatmap over the level and read it.
- [Debug your game with real player data in Claude Code, Cursor or Codex](https://www.glitchless.gg/debug-game-with-real-player-data.md) (How-to guide, October 27, 2026): Connect player data to Claude Code, Cursor or Codex over MCP, and the agent fixes what players actually hit: triage, evidence, a measured fix, a playtest and a comparison of versions.
